Michael Banks
Michael Banks
Environment & Look Development Artist
United States, United States

About

I want to help tell stories.
With 10 years of professional experience, 5 years as Look Dev Lead and 5 years as an Environment and Hard Surface artist, I like to create environments that tell a story.
When I’m not creating set pieces or working on look development, I like to spend my time breaking down cinematographers scenes shot by shot.

Resume PDF

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Skills

3D ModelingHard Surface ModelingSet DesignEnvironment ModelingLook DevelopmentEnvironment DesignHigh-poly ModelingLow-poly ModelingProp ModelingProp DesignArt DirectionPBR TexturingTexturingLightingShadersRenderingPhysically Based RenderingGame DevelopmentUV MappingProject ManagementDesignPhotographyArchitectural Visualization3D VisualizationTeam ManagementWorld BuildingVisual Effects

Software proficiency

Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Maya
Maya
Blender
Blender
3ds Max
3ds Max
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
Unity
Unity

Experience

  • Look Development Lead at Osso VR
    April 2022 - May 2024

    • Worked closely with the Art Director’s vision to improve visuals in the pipeline

    • Created and oversaw PBR Material Library for Organic and Hard Surface Art

    • Served as Environment Art Lead

    • Worked closely with Tech Art to develop Environment creation pipeline

    • Created and set standards for all Environments with Art Director

    • Developed photo real set dressing pieces

    • Created offline path tracing textures to achieve realistic look during runtime

    • Oversaw Environment Art team to create new environments and assets

    • Set workflow standards working with R&D and Tech Art to improve techniques

    • Oversaw Organic and Hard Surface artists to develop skills and training

    • Lead Daily’s to assist in project work and individual artists

    • Worked with Tech Art and Leads to improve shaders and materials

  • Hard-Surface Artist at Osso VR
    January 2021 - April 2022

    • Created high and low poly hard surface models with LODs

    • Created textures and materials and standards that became the Material Library

    • Developed and taught workflows to the Art Team

    • Optimized pipeline and developed standards for all Hard Surface assets

    • Created and developed virtual operating room based on Art Direction

  • 3D Environment Artist at Pantera Entertainment
    Los Angeles
    August 2020 - November 2020

    Freelance

    • Created 3D event spaces using in-house game engine for online

    • Hosted by Epic Games

    • Created environment art pieces

    • Designed environment layout

  • Lead 3D Artist at Van Metre
    Broadlands
    March 2017 - June 2020

    • Lead art team that created an online interactive software, built in Unreal, that allows users to customize a home

    • Look Development

    • Composition, shaders, materials, props, layout and lighting

    • Developed realistic architectural visualizations of interiors, exteriors and multiple communities using procedural & PBR linear workflows

    • Designed a modern building for Nationals Stadium in D.C.

    • Architecture & design - interior/exterior

    • Created over 50+ existing furnished floor-plans

    • Modeled & textured Hard-surface assets

    • All plumbing and Lighting fixtures

    • All textures and materials used for interior and exterior

    • Many of the furniture peaces

    • All Cabinets

  • 3D Artist at Epsilon Systems
    February 2015 - March 2017

    • Created simulations using Unity and proprietary game engines to support the Navy and other government organizations.

    • Created high & low poly 3D models for complex machinery to be used in military simulations

    • Modeled and rendered simulations for Los Alamos - Nuclear Lab

  • 3D Artist at Virtual Public Aerospace Career Concept
    Washington D.C. Metro Area
    February 2016 - February 2017

    • Helped create an easy and fun Virtual Aerospace Simulation using in-house game engine for all ages.

    • Worked on all hard-surface assets

    • Lead art team

  • Masters of Art Creation at The Guildhall at Southern Methodist University
    Plano
    August 2012 - May 2014

    Being taught and working with industry professionals gave me the skills I need to fit in any real-time or vfx industry pipeline. I got to lead teams of different sizes to develop multiple games that went on to win awards.

    My work mainly focused on environment assets including hard-surface props, set pieces and foliage.

    Interacting with different disciplines was formative for joining the industry.

  • Bachelors of Fine Arts at University of Kansas
    Lawrence, United States of America
    August 2008 - May 2012

    The foundation of digital and fine arts from KU can't be understated. An extremely strong fundamental learning process for color theory, design, game development helps me quickly adapt my workflow to any situation.

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